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Cyberpunk 2077 - Design Wiki
  • About it
    • πŸ‘‹Hello
  • 🚲Generic Game Design
    • Pre-production
    • Write the story
      • Page 1
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      • Page 3
    • Design Basics
      • Quest design 101
      • Level design 101
  • πŸ«•Cyberpunk Design resources
    • Quest Design
      • Pawel Sasko - GDC 2023
      • Sinnerman Quest Design - Video 2023
      • What makes a great quest great!
      • Constructing characters for The Witcher 3 and Cyberpunk 2077
      • Creating Captivating Stories
      • How Do Voice Actors Bring Characters to Life
    • Level Design
      • Level design 101
      • Miles Tost - GDC 2023
      • How i design levels - Video
      • Applying UX principles to level design
    • Panthom Liberty Expansion
      • Level design by Natalia Tiurina
      • Level design by Max Pears
      • Inside the game Cyberpunk PL - Documentary
    • World Setting & Wikis
      • Creating diverse dystopian Cyberpunk 2077
      • Behind the Scenes
    • Style
      • Kitsch
      • Entropism
      • Neo Militarism
      • Neo Kitsch
    • Other Sources
      • 14 Things I Wish I Knew When I Started β€˜Cyberpunk 2077’ (CDPR Dev Edition)
      • How Cyberpunk 2077 Changed CDPR
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  1. Generic Game Design

Pre-production

Also called WoW (Way of working)

PreviousHelloNextWrite the story

Last updated 1 year ago

All the content you'll read here are extracts from different books and (maybe videos) I'll leave the links on the bottom. I'll tweak these text to make them usable to make quests on an existing game (Mod). So there are stuff that are already provided: (let's say world, location, npcs, behaviours, characters).

Depending on the quantity of people making the Quest, some stuff can also be provided by them: new animations, new characters, new locations, etc...

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Pre-production is the early phase of a project where you generate ideas and try to figure out what the project is about. It's about answering big design questions:

  • What are you making?

    • What will the player be able to do? (Mechanics, Experience Goals, Pacing)

    • Which parts are most important? (Pillars)

  • How are you going to make this?

    • How did other people solve similar problems? (Research)

    • How much time do you need? Is this feasible? (Scope)

Your answers to these questions will change throughout the project, and that's OK.

Planning is useful but it's not magic; you won't completely understand what you're making until you start making it.

Here on this phase we can make ourselves this questions:

Story:

Do we know who are the main characters of the quest?

Is someone dying on this quest?

What kind of story do we want to make?

In terms of time, how much time can takes to the player to reach point A to point B?

What will motivate the player?

Tools:

Do we have all the tools? If not:

Can we start doing some research? Can we do something else?

Do we know how to use them? if not... is there someone interested on doing that part of the "job"?

Others:

Are external assets needed? (A gun, clothing, any kind of in-game objects)

Are the provided assets enough? (VA, sounds, FX...etc.)

Are custom animations needed?

If not, can we trigger the in-game animations?

This is a general view but we'll keep talking about these concepts on the next pages.

Links:

What are the "" features?

🚲
Nice to have
https://www.g2.com/articles/stages-of-game-developmentwww.g2.com
Pre-productionThe Level Design Book
This is a common chart on game production, we as modders will not make all the steps.
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